Internet gaming disorder (IGD)

网络游戏障碍 (IGD)
  • 文章类型: Case Reports
    游戏障碍越来越令人担忧,被世界卫生组织承认,并被列入精神疾病诊断和统计手册,第五版(DSM-5)作为网络游戏障碍(IGD)进行进一步研究。此病例报告描述了根据拟议的DSM-5标准诊断为IGD的13岁男孩。患者表现出过度的游戏行为,导致学习成绩和社交互动受损。治疗包括安非他酮和认知行为疗法(CBT),从而显着改善游戏习惯和社会功能。此案例强调了管理IGD的组合方法的有效性,并强调需要进一步研究以优化治疗策略。
    Gaming disorder is a growing concern, recognized by the World Health Organization and included in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) as internet gaming disorder (IGD) for further study. This case report describes a 13-year-old boy diagnosed with IGD according to the proposed DSM-5 criteria. The patient exhibited excessive gaming behavior leading to impaired academic performance and social interaction. Treatment included medication with bupropion and cognitive behavioral therapy (CBT) resulting in significant improvement in gaming habits and social functioning. This case highlights the effectiveness of a combined approach for managing IGD and emphasizes the need for further research to optimize treatment strategies.
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  • 文章类型: Journal Article
    互联网游戏障碍(IGD)是多方面的,可能会产生重大的负面影响。本研究考察了认知的贡献,元认知,动机,和情绪因素作为IGD严重程度的预测因子。在一项横断面研究中,703名伊朗青少年(36.8%为女性,平均年龄=16.98岁[SD=1.23])完成了一项在线调查。分层回归分析表明,元认知,动机,和情感因素预测7.8%,17.4%,1.4%,IGD症状变化的1.9%,分别。研究结果表明,认知因素包括一些适应不良的认知,比如认知显著性,后悔,完美主义,元认知因素包括一些适应不良的元认知(关于在线游戏的不可控性的负元认知和关于在线游戏的危险的负元认知)是IGD严重程度的重要预测因子,强调它们在理解和预测有问题的游戏行为方面的重要性。尽管导致了IGD的差异,动机因素(逃避,应对,和技能发展)和包括情绪调节(尤其是重新评估)在内的情绪因素与认知和元认知因素相比发挥的作用相对较小。在检查的预测因素中,元认知是IGD严重程度的最重要预测因子。探索性主持人分析显示,IGD的三个预测因子之间存在显著的相互作用(重新评估,负元认知,和认知显著性)与孤独,压力,焦虑,和抑郁症状。重新评估是最常见的预测因子,并且与这些变量有显著的相互作用。其他预测因素独立影响IGD,无论孤独程度如何,压力,焦虑,或抑郁症状。基于这些发现,特别注意元认知,认知,情感,并提出了治疗IGD的动机因素。
    Internet gaming disorder (IGD) is multifaceted and can have significant negative consequences. The present study examined the contribution of cognitive, metacognitive, motivational, and emotional factors as predictors for IGD severity. In a cross-sectional study, 703 Iranian adolescents (36.8% females, mean age = 16.98 years [SD = 1.23]) completed an online survey. Hierarchical regression analysis showed that the cognitive, metacognitive, motivational, and emotional factors predicted 7.8%, 17.4%, 1.4%, and 1.9% of the variance in IGD symptoms, respectively. The findings indicated that the cognitive factors including some maladaptive cognitions, such as cognitive salience, regret, and perfectionism, and metacognitive factors including some maladaptive metacognitions (negative metacognitions regarding the uncontrollability of online gaming and negative metacognitions regarding the dangers of online gaming) were significant predictors of IGD severity, highlighting their importance in understanding and predicting problematic gaming behaviors. Although contributing to the variance in IGD, motivational factors (escape, coping, and skill development) and emotional factors including emotion regulation (especially reappraisal) played relatively smaller roles compared to cognitive and metacognitive factors. Of the examined predictive factors, metacognitions were the most important predictor of IGD severity. Exploratory moderator analyses showed significant interactions between three predictors of IGD (reappraisal, negative metacognitions, and cognitive salience) with loneliness, stress, anxiety, and depressive symptoms. Reappraisal was the most frequent predictor and had a significant interaction with these variables. Other predictors independently impacted IGD irrespective of the level of loneliness, stress, anxiety, or depressive symptoms. Based on these findings, special attention to metacognitive, cognitive, emotional, and motivational factors is suggested in the treatment of IGD.
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  • 文章类型: Journal Article
    背景:互联网游戏障碍(IGD)涉及大脑双系统的不平衡,其特点是寻求奖励和认知控制减弱,这导致了决策的挑战。勘探开发战略是决策的关键,但IGD如何影响这一过程尚不清楚。
    方法:为了调查IGD对决策的影响,采用了双臂强盗任务的修改版本。参与者包括41名IGD个体和44名健康对照(HC)个体。这项研究评估了参与者在任务中使用的策略,特别是注重开发-勘探战略。此外,功能磁共振成像(fMRI)用于检查决策和估计阶段的大脑激活模式。
    结果:研究发现,IGD患者在决策中表现出对剥削策略的更高依赖,因为他们的价值追求倾向升高,认知控制下降。在决策和估计阶段,与HC组相比,IGD个体在补充前运动区(preSMA)和腹侧纹状体(VS)中也显示出增强的激活。同时,在开发策略期间,IGD个体的前额叶皮质(PFC)表现出比HC组更多的抑制作用.发现这种抑制作用随着认知控制的减少而减少。
    结论:该研究得出结论,IGD患者双元系统发展的不平衡可能导致对剥削策略的过度依赖。这种不平衡,以增加寻求奖励和减少认知控制为标志,导致IGD个体的决策困难和与价值相关的行为过程。
    BACKGROUND: Internet gaming disorder (IGD) involves an imbalance in the brain\'s dual system, characterized by heightened reward seeking and diminished cognitive control, which lead to decision-making challenges. The exploration-exploitation strategy is key to decision making, but how IGD affects this process is unclear.
    METHODS: To investigate the impact of IGD on decision making, a modified version of the 2-armed bandit task was employed. Participants included 41 individuals with IGD and 44 healthy control individuals. The study assessed the strategies used by participants in the task, particularly focusing on the exploitation-exploration strategy. Additionally, functional magnetic resonance imaging was used to examine brain activation patterns during decision-making and estimation phases.
    RESULTS: The study found that individuals with IGD demonstrated greater reliance on exploitative strategies in decision making due to their elevated value-seeking tendencies and decreased cognitive control. Individuals with IGD also displayed heightened activation in the presupplementary motor area and the ventral striatum compared with the healthy control group in both decision-making and estimation phases. Meanwhile, the prefrontal cortex showed more inhibition in individuals with IGD than in the healthy control group during exploitative strategies. This inhibition decreased as cognitive control diminished.
    CONCLUSIONS: The imbalance in the development of the dual system in individuals with IGD may lead to an overreliance on exploitative strategies. This imbalance, marked by increased reward seeking and reduced cognitive control, contributes to difficulties in decision making and value-related behavioral processes in individuals with IGD.
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  • 文章类型: Journal Article
    一种新的后现代抑郁类型,名为“现代型抑郁症”(MTD),正在西方国家兴起。MTD经常被诊断不足,主要是由于潜在的更高的共病与基于技术的成瘾,包括互联网游戏障碍(IGD)。然而,MTD和IGD之间关系的定义仍然存在争议,到目前为止,几乎没有公布数据。特别是,没有专门调查意大利年轻IGD受试者中MTD患病率的数据,以及他们的相互联系。因此,在SWATCH(社会退出和TeCno介导的心理健康问题)项目中,我们的研究旨在通过提供一组IGD个体(IGD+)与一组没有IGD个体(IGD-)的MTD的临床特征来确定玩电子游戏的意大利年轻成年人样本中MTD的患病率.我们的横断面病例对照研究从更大的SWATCH数据库中招募了543名意大利年轻视频游戏玩家(18-35岁)的样本,分层为IGD+与IGD-。受试者接受了22项Tarumi的现代型抑郁特质量表(TACS-22),在线游戏动机问卷(MOGQ),和互联网游戏障碍量表简表(IGDS9-SF)。总样本中约有21.7%由MTD个体代表,在IGD样品中,约34%的受试者有MTD。在MTD组中,IGDS-9SF的得分明显更高(p<0.001),MOGQ“逃离现实”(p<0.001),“幻想”(p<0.001),与MTD-相比,MOGQ总分(p=0.003)。根据多元回归模型,控制性别和年龄,IGDS9-SF总分(p=0.003)正预测TACS-22的得分较高,MOGQ“逃离现实”分量表(p=0.014),和MOGQ“幻想”(p=0.011),并由MOGQ“竞争”分量表(p=0.035)[F(4538)=17.265;p<0.001]负预测。我们的研究结果表明,MTD与IGD有很强的相关性。没有IGD的视频游戏玩家似乎不太容易发生MTD;这表明可以进行进一步的研究,以专门调查是否也可以通过MTD的存在来确定视频游戏的病理使用。
    A new postmodern depression type, named \"Modern-Type Depression\" (MTD), is emerging in Western countries. MTD is often underdiagnosed, mainly due to potentially higher comorbidity with technology-based addictions, including Internet Gaming Disorder (IGD). However, the definition of the relationship between MTD and IGD is still controversial, as few data have been published thus far. In particular, there are no data specifically investigating the prevalence of MTD within Italian young subjects with IGD, as well as their mutual association. Hence, within the SWATCH (Social Withdrawal and TeCno-mediated mental Health issues) project, our study aimed to identify the prevalence of MTD in a sample of Italian young adults who play video games by providing a clinical characterization of MTD within a group of IGD individuals (IGD+) versus a group without IGD (IGD-) who play video games. Our cross-sectional case-control study recruited a sample of 543 Italian young video-gaming players (aged 18-35) from the larger SWATCH database, stratified as IGD+ versus IGD-. Subjects were administered the 22-item Tarumi\'s Modern-Type Depression Trait Scale (TACS-22), the Motives for Online Gaming Questionnaire (MOGQ), and the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Around 21.7% of the total sample was represented by MTD individuals, while within the IGD sample, around 34% of subjects had MTD. Within the MTD group, significantly higher scores at IGDS-9SF (p < 0.001), MOGQ \"Escape from reality\" (p < 0.001), \"Fantasy\" (p < 0.001), and MOGQ total score (p = 0.003) were found compared to MTD-. According to the multivariate regression model, controlled for sex and age, higher scores in the TACS-22 were positively predicted by the total score of IGDS9-SF (p = 0.003), the MOGQ \"Escape from Reality\" subscale (p = 0.014), and MOGQ \"Fantasy\" (p = 0.011), and negatively predicted by the MOGQ \"Competition\" subscale (p = 0.035) [F (4538) = 17.265; p < 0.001]. Our findings suggested that MTD displays a strong association with IGD. Video-gaming players who do not have IGD appear to be less prone to MTD; this suggests that further studies could be carried out to specifically investigate whether pathological use of video games could also be determined by the presence of MTD.
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  • 文章类型: Journal Article
    背景:研究表明,内在神经活动随时间变化。然而,网络游戏障碍(IGD)患者大脑局部连通性的时间变异性仍然未知.这项研究的目的是探讨IGD中静态和动态内在脑局部连通性的变化以及这种变化是否与IGD的临床特征有关。
    方法:对36名IGD患者(IGD)和44名年龄匹配的健康对照(HCs)进行静息态功能磁共振成像(rs-fMRI)扫描,性别和受教育年限。计算并比较两组之间的静态区域同质性(sReHo)和动态ReHo(dReHo),以检测IGD中固有脑局部连通性的变化。采用网络成瘾测验(IAT)和匹兹堡睡眠质量指数(PSQI)评估网络游戏成瘾的严重程度和睡眠质量,分别。使用Pearson相关性分析来评估sReHo和dReHo改变的脑区与IAT和PSQI评分之间的关系。使用接收器工作特性(ROC)曲线分析来揭示sReHo和dReHo度量的潜在容量以区分IGD与HC。
    结果:与HC相比,IGD显示双侧内侧额上回(mSFG)的静态和动态内在局部连通性增加,额上回(SFG),和补充电机区(SMA)。左壳核的dReHo增加,苍白球,尾状核和双侧丘脑也被观察到。ROC曲线分析表明,sReHo和dReHo改变的大脑区域可以区分IGD和HCs。此外,左侧mSFG和SMA的sReHo值以及左侧SMA的dReHo值与IAT评分呈正相关.左尾状核的dReHo值与PSQI评分呈负相关。
    结论:这些结果显示IGD患者的前纹丘脑回路固有的局部连通性受损,这可能为IGD的潜在神经病理学机制提供新的见解。此外,尾状核内在局部连通性的动态变化可能是连接IGD和睡眠质量的潜在神经生物学标志物。
    Studies have revealed that intrinsic neural activity varies over time. However, the temporal variability of brain local connectivity in internet gaming disorder (IGD) remains unknown. The purpose of this study was to explore the alterations of static and dynamic intrinsic brain local connectivity in IGD and whether the changes were associated with clinical characteristics of IGD.
    Resting-state functional magnetic resonance imaging (rs-fMRI) scans were performed on 36 individuals with IGD (IGDs) and 44 healthy controls (HCs) matched for age, gender and years of education. The static regional homogeneity (sReHo) and dynamic ReHo (dReHo) were calculated and compared between two groups to detect the alterations of intrinsic brain local connectivity in IGD. The Internet Addiction Test (IAT) and the Pittsburgh Sleep Quality Index (PSQI) were used to evaluate the severity of online gaming addiction and sleep quality, respectively. Pearson correlation analysis was used to evaluate the relationship between brain regions with altered sReHo and dReHo and IAT and PSQI scores. Receiver operating characteristic (ROC) curve analysis was used to reveal the potential capacity of the sReHo and dReHo metrics to distinguish IGDs from HCs.
    Compared with HCs, IGDs showed both increased static and dynamic intrinsic local connectivity in bilateral medial superior frontal gyrus (mSFG), superior frontal gyrus (SFG), and supplementary motor area (SMA). Increased dReHo in the left putamen, pallidum, caudate nucleus and bilateral thalamus were also observed. ROC curve analysis showed that the brain regions with altered sReHo and dReHo could distinguish individuals with IGD from HCs. Moreover, the sReHo values in the left mSFG and SMA as well as dReHo values in the left SMA were positively correlated with IAT scores. The dReHo values in the left caudate nucleus were negatively correlated with PSQI scores.
    These results showed impaired intrinsic local connectivity in frontostriatothalamic circuitry in individuals with IGD, which may provide new insights into the underlying neuropathological mechanisms of IGD. Besides, dynamic changes of intrinsic local connectivity in caudate nucleus may be a potential neurobiological marker linking IGD and sleep quality.
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  • 文章类型: Journal Article
    压力和复原力参与成瘾性疾病的病理生理学,心率变异性(HRV)是个体调节心理反应的整体能力的指标。在这项研究中,我们旨在通过分析静息状态HRV及其与应激和复原力水平的相关性,确定成瘾性障碍患者的诊断和障碍特异性标志物.我们比较了网络游戏障碍(IGD)和/或酒精使用障碍(AUD)患者与健康对照(HC)的相关数据。总之,163名18-35岁的成年人(53名患有IGD,49与AUD,61HC)参加。使用心理社会健康指数和康纳-戴维森弹性量表测量压力和弹性水平,分别。在5分钟的静息状态下从每个参与者获得HRV。与HC相比,IGD和AUD患者表现出增加的压力水平和降低的弹性。与HCs相比,患有两种成瘾性疾病的患者的正常至正常搏动间隔(SDNN)指数[SDNNi]的标准偏差较低,即使在调整了抑郁症等临床变量后,焦虑,和冲动。在三组之间的多重比较测试中,AUD组的HRV低于HC,但在校正临床变量后,各组间未观察到差异.HRV指数与应激水平相关,弹性,和疾病的严重程度。总之,IGD和AUD患者表现出较低的HRV,如SDNNi所示,揭示他们对压力的脆弱性以及成瘾的常见诊断标记。
    Stress and resilience are involved in the pathophysiology of addictive disorders, and heart rate variability (HRV) is an index of an individual\'s global capability to regulate psychological responses. In this study, we aimed to identify transdiagnostic and disorder-specific markers in people with addictive disorders by analyzing resting-state HRV and associations with the levels of stress and resilience. We compared relevant data between patients with internet gaming disorder (IGD) and/or alcohol use disorder (AUD) and healthy controls (HCs). In all, 163 adults aged 18-35 years (53 with IGD, 49 with AUD, 61 HCs) participated. The levels of stress and resilience were measured using the Psychosocial Wellbeing Index and the Connor-Davidson Resilience Scale, respectively. The HRV was obtained from each participant during a 5 min resting-state. The IGD and AUD patients exhibited increased levels of stress and decreased resilience compared to the HCs. Patients with either addictive disorder exhibited a lower standard deviation of the normal-to-normal beat interval (SDNN) index [SDNNi] compared to HCs even after adjusting for clinical variables such as depression, anxiety, and impulsivity. In multiple comparison tests among the three groups, the AUD group had lower HRV than HCs, but no differences were observed among the groups after adjusting for the clinical variables. The HRV indices were correlated with the levels of stress, resilience, and disease severity. In conclusion, IGD and AUD patients exhibit lower HRV as indicated by the SDNNi compared to HCs, revealing their vulnerability to stress as well as a common transdiagnostic marker of addiction.
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  • 文章类型: Journal Article
    游戏成瘾是一种强迫性的心理健康状况,可能对一个人的生活产生严重的负面影响。随着COVID-19大流行期间网络游戏的增加,研究表明,心理健康问题的风险增加。这项研究旨在评估阿拉伯青少年对在线游戏的严重恐惧症和成瘾的患病率,并确定与这些疾病相关的危险因素。
    这项横断面研究是在11个阿拉伯国家进行的。通过在11个阿拉伯国家的社交媒体平台上发布的在线调查,使用便利抽样招募参与者。调查包括人口统计问题,九项网络游戏障碍量表简表(IGDS-SF9)衡量参与者的网络游戏成瘾,社交恐惧症量表(SPS),以及评估COVID-19大流行对网络游戏成瘾患病率影响的问题。数据采用SPSSwin统计软件包26版进行分析。
    在2,458名参与者中,由于无反应和缺失数据,样本中包括了2,237个。参与者的平均年龄为19.9±4.8岁,大多数是埃及人,未婚。69%的参与者报告说,自COVID-19大流行以来,他们的比赛比平时多,因为他们被限制在家里。较高的社交恐惧症得分与单身有关,男性,和埃及人。来自埃及的参与者和那些认为大流行大大增加了他们的游戏时间的人对在线游戏成瘾的得分更高。几个主要标准,比如每天玩几个小时,从小就开始游戏,与更高水平的网络游戏成瘾和社交恐惧症有关。
    研究结果表明,在玩网络游戏的阿拉伯青少年和年轻人中,网络游戏成瘾的患病率很高。结果还表明,社交恐惧症与几种社会人口统计学因素之间存在显着关联,这可能会为游戏成瘾和社交恐惧症患者的未来干预和治疗提供信息。
    UNASSIGNED: Gaming addiction is a compulsive mental health condition that can have severe negative consequences on a person\'s life. As online gaming has increased during the COVID-19 pandemic, studies have shown a heightened risk of mental health issues. This study aims to assess the prevalence of severe phobia and addiction to online gaming among Arab adolescents and identify risk factors associated with these disorders.
    UNASSIGNED: This cross-sectional study was conducted across 11 Arab nations. Participants were recruited using convenience sampling through an online survey distributed on social media platforms in 11 Arab countries. The survey included demographic questions, the Nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9) to measure participants\' online gaming addiction, the Social Phobia Scale (SPS), and questions assessing the impact of the COVID-19 pandemic on the prevalence of internet gaming addiction. The data were analyzed using SPSS win statistical package version 26.
    UNASSIGNED: Out of 2,458 participants, 2,237 were included in the sample due to non-response and missing data. The average age of the participants was 19.9 ± 4.8 years, and the majority were Egyptian and unmarried. 69% of the participants reported playing more than usual since the COVID-19 pandemic, as they were confined to their homes. Higher social phobia scores were associated with being single, male, and Egyptian. Participants from Egypt and those who felt that the pandemic significantly increased their gaming time had higher scores for online gaming addiction. Several major criteria, such as playing hours per day and beginning gaming at an early age, were associated with a higher level of online gaming addiction with social phobia.
    UNASSIGNED: The study\'s findings suggest that there is a high prevalence of internet gaming addiction among Arab adolescents and young adults who play online games. The results also indicate a significant association between social phobia and several sociodemographic factors, which may inform future interventions and treatments for individuals with gaming addiction and social phobia.
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  • 文章类型: Journal Article
    我们试图评估墨西哥大学生在大学第一年的互联网游戏障碍(IGD)是否预示着一年后的一长串精神障碍,控制基线心理健康障碍以及人口统计学。这是一项前瞻性队列研究,在2018-2019学年进行为期一年的随访期,并在2019-2020学年在六所墨西哥大学进行随访。参与者是一年级的大学生(n=1741),他们在入学时(基线)报告了与IGD诊断相符的症状。结果是七种精神障碍(躁狂症,轻躁狂,和重度抑郁发作;广泛性焦虑症和恐慌症;酒精使用障碍和药物使用障碍),和三组精神障碍(情绪,焦虑,和物质使用障碍)在一年的随访结束时。完全调整的模型,其中包括精神障碍组的基线对照,将所有关联呈现为null。基线IGD与随访时所有疾病和疾病组之间的关联接近1,提示IGD对精神障碍缺乏纵向影响。关于IGD在精神障碍发展中的作用的现有纵向研究结果相互矛盾,值得进一步研究。
    We seek to evaluate whether Internet Gaming Disorder (IGD) among university students in Mexico during their first year at university predicts a long list of mental disorders a year later, controlling for baseline mental health disorders as well as demographics. This is a prospective cohort study with a one-year follow-up period conducted during the 2018-2019 academic year and followed up during the 2019-2020 academic year at six Mexican universities. Participants were first-year university students (n = 1741) who reported symptoms compatible with an IGD diagnosis at entry (baseline). Outcomes are seven mental disorders (mania, hypomania, and major depressive episodes; generalized anxiety disorder and panic disorder; alcohol use disorder and drug use disorder), and three groups of mental disorders (mood, anxiety, and substance use disorders) at the end of the one-year follow-up. Fully adjusted models, that included baseline controls for groups of mental disorders, rendered all associations null. The association between baseline IGD and all disorders and groups of disorders at follow-up was close to one, suggesting a lack of longitudinal impact of IGD on mental disorders. Conflicting results from available longitudinal studies on the role of IGD in the development of mental disorders warrant further research.
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  • 文章类型: Editorial
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  • 文章类型: Journal Article
    现代技术奖励不断参与,不鼓励节约使用,为不健康的使用甚至上瘾打开大门。技术成瘾(TA)是一组新描述的疾病,伴随着定义新时代的技术进步。互联网游戏障碍(IGD)已经在美国精神病学协会的第5版《诊断和统计手册》(DSM-5)中被编码为拟议的诊断。Others,例如社交媒体成瘾(SMA),处于我们理解的早期阶段。本文概述了更常见的TA,包括其评估和治疗技术。
    Modern technology rewards constant engagement and discourages sparing use, opening the door to unhealthy use and even addiction. The technological addictions (TAs) are a newly described set of disorders that come with the technological advances that define the new era. Internet gaming disorder (IGD) is already codified as a proposed diagnosis in the 5th Edition of the Diagnostic and Statistical Manual (DSM-5) of the American Psychiatric Association. Others, such as social media addiction (SMA), are in the earlier stages of our understanding. This article provides an overview of the more common TAs including their evaluation and treatment techniques.
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